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Found 38 results

  1. Issues with curves

    Hello everyone, I am new to Houdini and was wondering how to solve an issue regarding the overlapping or intersection of curves. As you can see in the supplied images the curves become messy and extremely close to one another. Is there a method in order to be able to either delete curves that are inside a certain proximity to one another? Or delete every second curve? Or identify where there is a cluster of lines or points and delete them? Im not sure of the best method to resolve this issue so any help would be appreciated. (Apologies for the terrible screenshot images, the first is of the entire line network, and the second is a close up on the knee which shows some of the overlapping / cluster of lines.) Thanks very much.
  2. Hi guys, I'm looking a way to refine my trace node import (iges). Is there a way to keep point only at angle? to keep it clean when extruding.. Thank you for you help.
  3. Hey Guys! I'm trying to find a way to interact Vellum Grains with curves using Vellum Hair/Cloth. Attached you can find a test scene where you can see an simple example. In this example there is a switch node with three different setups: 1) Hair 2) Grains 3) Cloth My goal is to have both interacting with other, in a mutual setup. But only grains seems to work... But not as I expect, cause I'd like to have a stiffer line behaviour. I know hair can give us this, but how to make them interact? Thanks a lot! Cheers. grains_interaction_test.hiplc
  4. Hi everyone, I'm trying to bake to texture a bunch of curves running along a surface. I'm wondering if someone can suggest a more effective solution than the rough one I've already figured it out. I basically made a color attribute transfer form the curves to a very high subdivided mesh, but the results I get are not clean at all and because of the very high subdivision level the system is prone to crashing. (Then I obviously proceeded with a bake texture rop). Am I on the right way? How to get smoother and less jagged lines? I attach a hip file (I turned down the subdivision to 3, I ran at 6) and some screenshot. Cheers curves to texture.hip
  5. I've got a curve that I want to attach to a piece of geometry. The connection should be smooth, more like roots of a tree, and not with a hard angle. How can I make my curve follow the shape of the surface I want it to connect to for a bit? Everything I came up with was either not really working or way too complex for this relatively simple idea. Just see the picture for a more elaborate description of what I want to achieve. Red = wrong, green = the kind of connection I'm looking for, following the target object's curvature for a bit.
  6. Hi, Anyone knows a good way to deform groom using sim curves? as guidegroom deform doesn`t seem to work for me and pointdeform has some other issues. Do I really have to sim low res curves and then apply hairgen for full res? Problem is that i have my groom done already and want to sim approx 10% of curves and only the long ones and deform my groom by those curves. Obviously I can`t acces Furtility, so is there any other good way using Houdini to do it? Thanks Here is the simple example of what I`m talking about: groomDeform.hip
  7. Poly Carve SOP

    http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
  8. I'm running into an issue. I'm using the convert node to change my wires to NURBS. However, when I render these out it renders them as if the conversion hasn't happened. Is there a good reason as to why this is happening?
  9. Mesh from Lines (leaf)

    Sup guys, What would be the best way to create a mesh from these lines? Scene file attached Leaf_v0102.hip
  10. How do I skin connected curves?

    Hi all, I have a more comlex issue to solve but have essentially boiled it down to not being able to skin a curve that splits off like the T junction shown below. How would i be able to skin the curves shown whilst maintaining the flow and connection of the curve? Thank You all SkinningCurvesProblem.hip
  11. Branching curve?

    Hey everyone I am making a road system that dynamically deforms the terrain and for the most part it works great however every individual street is its own curve then merged and fused together. The problem is I will end up with 100's of curves and if I want to go back and adjust a point I have to go through all of them to find the right curve then adjust the 1 point. What Im looking for is a way to have a single curve node that branches off like in the image. Does anything like this exist or is there a solution so I dont have 100's of different curve nodes? Thanks!
  12. Smoothing 90 degree curve turn

    Hello, magicians I'm new to houdini, but I have a task that I decided to tackle in houdini this time, seems fitting. I apologize in advance if this topic was covered, my searches didn't result in anything. Please take a look at the attached image, mainly the lines, their forms. My task is to create a system that will generate random line pattern of this sort. If you could point me in the right direction as far as how to achieve 90 degree turn smoothing in a constant manner, ignoring the length of the curves creating the turn (where smoothing the curve doesn't seem to give constant results, obviously), also the way lines are built, with such distances, my first thought was algorithm similar to Entagma tutorial (http://www.entagma.com/vex-space-filling-curves-aka-that-windows-95-screensaver/), but I don't really understand how to adapt it to create patterns I am after. Thank you for any tips, every advice is appreciated. Vadym
  13. Hi guys, Is there any way to export curves from houdini apprentice?
  14. Roll-up curve

    Hi there, here is my attempt to solve "Roll-up Curve" in single wrangle node scene file available on Patreon: https://www.patreon.com/mkgrafics RollnRoll_1_1_1.mp4 RollnRoll_3.mp4 parameters.mp4
  15. Curves Boolean

    I'm kind of new to houdini so this question maybe very simple but I just couldn't find away to do it. how can I combine 2 curves into one and get just the outline like the image attached. I need to use it in a sweep SOP as backbone. I tried the Boolean SOP but it didn't work. Thanks Ali
  16. Good day everyone! I have another problem: cannot extrude multiply edges\curves (which set in SOP as primitives) in one direction. I quess it's cause of vertices direction, but while I used attribVOP... that didn't help. That trouble appears after "resample" node (but I need this node in exact order of my pipeline). I attach current result of "extrude" node and another image, where edges has been extruded properly (to one direction): Thank you
  17. In Houdini 16 when you drew a curve, you would get a handy tool that would show a dot on the XZ plane so you could see where on that plain you were placing your CV points and a vertical line from that dot to where you would be placing in the Y direction. This was great for allowing you to get a representation of 3D space on a 2D screen. As of 16.5 the curve drawing tool doesn't seem to have these visualisations enabled, making curve drawing rather frustrating. Is anyone able to tell me if it is possible to enable this feature, or if it was removed, or if it is just a problem with my setup? Picture: This is what it used to look like when you drew a curve. [attach]Screen Shot 2018-08-01 at 11.04.22 am.png[/attach] Thanks!
  18. Stylised Trails

    Hi Guys, I need a little advice. I am trying to create trails that have a look similar to the image below. My initial thought was to scatter points on a circle with an initial velocity and then advect them through a volume using curl noise...before using an add sop to group by id (Hip file attached). I am having difficulty trying to replicate the look and feel of the trail animation in the video below at 0.24. The trails appear very wispy and almost fluid like. If someone can help point me in the right direction that would be greatly appreciated. Many thanks, Clive Test_Curves.hip
  19. Curves/Shape From Points Help

    Hey guys, so I'm taking some geo - - deleting away everything but the boundary points - in order to then create an edge using the ADD sop - take this and create polygons inbetween Currently I cant get the winding order/connecting order of my points right on more complex shapes with holes inside as such, heres my hip file any ideas or suggestions would be great! Thanks, C HoudiniHelpAddSop.hip
  20. Hi, I'm looking to procedurally grow a wire sculpture similar to the one in the photo I can do vein growth and space colonization fairly well, but I'm not sure how to create this wrapping around style Any ideas? Cheers
  21. Im trying to deform a curve with vex. I want to deform it with a sin function. Kinda rookie on vex but i thought this would work. I create a curve with just a start and end point. Resample it to say 50 points. Add a attributeWrangle and add this vex code: @P.y = sin(@P.y * 500) * 0.1; I get no errors in the code but i dont get any result at all either. Anyone got any clue? I tested alot of different numbers just to make sure it wasnt the size of the sin curve but i get nothing.
  22. Recreate arc curve from two circles

    Hey, I would ideally like to have this all happen in Vex rather than the set I have made here. This would allow it to be more scalable, but perhaps I can save that for my next problem. Right now I am wondering how I go about recreating the curve I have outlined in pink on the image? Any ideas would be a big help as I'm really stuck. Thanks Metaball Arc_Circles_A_01.hip
  23. Importing Curves from Maya

    Hey, I need to simulate some curves that will be used on a groom in maya. 1500 curves to be exact. I exported the curves from maya to an alembic cache. I loaded the curves in houdini. How ever, for some reason the performance was really slow causing the viewport to lag. So I saved the curves out as a bgeo and re-imported them. However, it is still very slow (orbiting camera in viewport/doing any operation in viewport). What can I do to speed things up? Could it be slow because houdini is reading from a file and the curves are not actually part of the scene file? Thanks
  24. Hello Guys, I am wondering if anyone can help me get my head around a little problem. I have a subdivided mesh being generated with a for each loop, similar to the Entagma setup, with an ends sop set to unroll. I would like to select a point on said mesh then have each point draw a line to its subsequent neighbour, repeating this processes until the whole mesh is formed...creating a kind of growth effect. I would also like to add some randomness to the speed of the connection on a per point basis. Now I have tried to achieve this a few different ways but I just can't seem to pull this off. Any help will be greatly appreciated. Thanks, Clive Growing_lines_between_points.hipnc
  25. Houdini FX artist specializing with hair and curves generations is needed for on-site contractor work in the Silicon Valley / Los Angeles area. Must have the ability to work within a VRay/Maya pipeline and create, rig and control intricate patterns like below: https://vimeo.com/59736707 Please send demo reel and examples to: joelangmuir@gmail.com and I will forward to my manager and recruiting.
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